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emieri00

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emieri00

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About this mod

A remake of my LE mod, merging Improved Closefaced Helmets, and letting you use circlets with most headgear.

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I have no idea if this works for Skyrim VR, and neither do I have the hardware to test that. Use at your own risk.

Immersive armors patch should be first on the list. Be patient, I'm six years older and getting slower :c



I always liked the added detail of a circlet under your bigger headgear. Adds some more character customization with vanilla items. Actually, with almost any circlet-flagged item and vanilla helmets. That's what Circlets with helms legendary edition does.

Still there was a problem. Specifically, for the beast races. I found it horrible how the closed helmets didn't fit on them at all, there was no specific model for them.
Thankfully, Improved closefaced helmets fixes that, and adds much more, opening most closed helmets for the humans and elves too.

In this remake, there are quite a bit of data from Weapons Armors Clothing and Clutter fixes pushed forward, along with anything the Unofficial patch might have. It works, but needs more testing AND I'll be releasing a version dependent on WACCF soon.

==INSTALL METHOD==
I seriously hope you're reading this!


1: Follow the link to Improved closefaced helmets SE and Install the only file there.

2: Turn off ALL esps related to Improved Closefaced helmets [usually named imp_helm_legend.esp]

3: Turn on Closefaced Helmets with Circlets SE.esp [mod manager or the skyrim launcher] and place it as low as you can on your load order until LOOT recoginizes it and sorts it properly.

4:???

5: PROFIT!


==UNINSTALL METHOD==
Some people just won't use mod managers


1: Remove any in-game headgear that you are wearing on the save you want to remove this mod.

2a: If you use Vortex, NMM, Wrye Bash or Mod Organizer 2, use their respective functions to UNINSTALL THE MOD, as the esp alters data, but there are replacer models too. These need to go. Check Improved Closefaced Helmets for their folder structure.

2b: In the rare case you do not use any sort of mod manager, you need to find -each file- added by this mod and remove them manually. They are probably all in the meshes folder using the vanilla locations.

3: Too bad, now you have buckets covering your face and crushing beast races' skulls. ;c

==COMPATIBILITY==


This mod should be compatible with any circlet, modded or not. Any item that uses up the circlet slot should also be compatible.
All vanilla and DLC helmets can be used with any circlets, and most of the closed ones are now open. (Shellbug helmet is one of that isn't. CCOR fixes that.)
Any mod that tweaks any helmet, circlet or mask should be loaded BEFORE this mod, and therefore, should be compatible. [sneak tools tweaks the vanilla masks, including nightingale and dark brotherhood. Those got the tweaked enchant, the new model if any, and can be used with circlets.]
NO other mod-added helmet or hood added by mods should be compatible with circlets, unless they are intended to in the first place. (hoods from tribunal robes, for example)
Avoid using other mods that also enable circlets, this one is already doing that.
If using this mod with Sneak Tools or Sneak Tools Patch, place it AFTER sneak tools.esp and both masks/hoods addons- this should keep edits to the enchantments and use Navida1's meshes, with my tweaks to headgears like the nightingale hood for beast races. Keep in mind that the available model does NOT have a mask for beasts. I recommend the Face Masks of Skyrim mod so you can cover yours with a black fabric at least :3 Yes, it works. Nice, isn't it? Screenshot added as proof.

I strongly recommend the mods KDCirclets Redone by zzjay and Immersive Jewelry, since both add many new circlets, some old and some new, and they also seem to work properly with this mod. Just be sure to put it above this esp, to be on the safe side.

You can use the Hoodless Dragon Priest Masks version that changes them to circlets if you load that mod after mine and let it overwrite models/load later both in your load order and mod manager list. Don't come complaining it's "too op", you had this idea :v

Most info from the original Closefaced Helmets mod is brought into this mod, so if you want to use something that has patches for that you can probably just rename my esp to imp_helm_legend.esp and they should work fine. I do not recommend this because the patches are not made to work specifically with this, so some circlets/helmets might break slightly by not allowing you to use them with each other anymore, or by doing the invisible/bald head glitch.

This mod should be compatible with the Cathedral Armory patch for Closefaced Helmets. From the mod page:
For improved closed-faced helms, you can grab the SkyRealism patch from the Oldrim nexus page to overwrite! These do not
require SSE-optimization, they work out-of-the-box without issue. In
fact, SSE-optimizing Oldrim meshes degrades the mesh quality and should
not be done when it can be avoided.

==FAQ==



Q: My head is invisible when i equip the closed helmets/I only got a bald head! [steel plate helmet, guard helmet, dwarven helmet...]
A: You probably have activated in your load order either another helmet with circlet esp or any of the Improved closefaced helmets esps, recognized by the prefix "imp_". You don't need them, JUST the meshes from improved closefaced helmets. Install the mod like i explained a few lines up and you should be fine. And make sure MY esp is activated.
There's also a chance that you have another mod that messes with the headgear causing the issue, which is fairly common for the dragonpriest masks.

Q: Why are the circlets unequipping my helmet?
A: Again, you probably have activated navida1's or some other esps, causing a conflict. Read the instalation guide, and ask in the comments page if you have any doubts. I'll answer if I have the time.

Q: Why am i downloading other mods for this to work?
A: Because while navida1 gave permission for her mod to be merged, i don't want to steal any of the attention their mod deserves. Go there, get the files, endorse it. It's a great work and deserves at least that much. I'll add other things to this mod in the future, but you'll always need their meshes.

Q: But this is increasing my already bloated load order!
A: No it is not. Did you read the instalation process? You can even delete the turned off esps from your skyrim data folder. I know, i already had about 300 esps in my skyrim folder, a handful of them turned off thanks to merging, and skyrim and wrye bash were complaining. Also the patches are marked as esl, so they're fine, but you can always merge them.

Q: Why can't i see the circlets?? Whasn't this supposed to show circlets??
A: They are showing, believe it or not. I checked when making the esp. Some circlets won't show because they are fully hidden below the helmet, but you can check that by using the TFC console command and getting the camera to clip past the helmet mesh. You'll see the character's head, some hair depending on your haircut, the circlet, and the helmet covering it all. Also, it'll show as equipped in the item menu anyway. If you use any other replacer for the non-closed helmets, they should show up normally with circlets. Things might go bad if you are using any esp that changes helmets.

Q: Isn't this overpowered?
A: It only depends on how you play the game. Set it to legendary and use extra difficulty mods, like dragon combat overhaul, if you need to :) It is primarly for roleplaying and eyecandy purposes.

Q: This doens't work with X patch for ICH!
A: Of course not, this is something else that makes use of that amazing mod! I'll be providing my own patches to things I'm using, and the list is kinda big so calm down and wait. If by the end of this cursed year the patch you want isn't out yet, do try to request it in the comment section.


==CHANGELOG==
1.2 - Added meshes for Masque of Clavicus Vile for beast races thanks to lightningo and BoltBunny mods for SkyrimLE
*Legacy of the Dragonborn patch updated with the new meshes
*Immersive Jewelry patch added - it was causing conflicts with the Masque and some helmets. A bashed patch may be able to replace this.

1.1 - Added Vizage of Mzund and Helm of Winterhold to the vanilla and WACCF versions
*Legacy of the Dragonborn patch added
*Immersive Creatures patch added

1.0 - a few inconsistencies fixed on WACCF-dependent main file
*Immersive Armors patch tweaked, still no fix on the crest color for Imperial Hero Helmet
*Konahrik's Accoutrements Patch released

0.9 - initial SE release, WACCF-compatible but not dependent (dec 08)
*WACCF-dependent release, pushing everything helmet related. Keeping both as an option (dec 09)
*Falskar and Wirmstooth patches released together (dec 10)
*Tighter eyeholes guard helmet mesh option available (dec 10)
*Immersive Armors patch (dec 14)


What does this patch do:

*Make circlets work with opened up helmets that were originally closed. [steel plate, ebony, guards...]
*Make dragonpriest work with more things instead of covering your whole head
*Lets followers use circlets with general headgear


What this patch DOESN'T do (YET):

*Let any mod added headgear be used with circlet. Those need patches, and I'll be doing a few soon.


==CREDITS==


Thanks to Navida1 for the open helmet models and the mod Improved Closefaced Helmets.
Thanks to grimfandang0 for the tweaks in both skyrim's and its dlcs helmets, and the helmets from immersive armors on the LE side of things. Not included yet.
Thanks to hothtrooper44 and anyone who helped him in the immersive armors mod for putting that collection together.
Thanks to SSEedit and its creators for letting me create mods in a less clumsy way.
Thanks to bethesda for making Skyrim and making sure it is a modable game.
Thanks to Izea for imperial full helmet meshes for khajiits from the mod Open Imperial Full Helmet - It's not included here yet
Thanks to lightningo and BoltBunny for their Argonian and Khajiit Masque meshes respectively

I own none of the used meshes or esps, and got permission from both navida1 and grimfandang0 to use their esps.
Immersive Armors and Falskaar have their own patches, but rely on the main mod for keywords, armor addons and maybe more. Some meshes were included for the IAv7 patch with permissions from Navida1 - You still need to download meshes from Improved Closefaced Helmets to make this work and it'll stay like so for a good time. Go endorse Navida'1's work!

FOR POSTERITY:
This was done in the following way;
Loaded all related esps in SSEedit, first a converted version of Closefaced Helmets with circlets LE, then improved closefaced helms.
Edited the "closed" helms in all esps the BOD2 area, leaving only "hair" and "body addon 2" for all of them in every esp, removing any other setting there. (old info, this is likely different for SSE)

Sometimes the Armor Addon also needs to be checked for the circlet flag - if only the ARMO entry is checked, the circlet will be equiped but won't appear under the helmet.




How it works:
Yes, i've been learning more and more about how Skyrim and modding it works.
Basically, most helmets will be fine with a simple edit on the CK/tes5Edit and removing the circlet flag on the helmet in question. Other times it's not that easy. You need to open up the mesh in nifskope and make sure that its slot is also stated there to be just a helmet. if it covers something else too/entirely, it might not display properly in-game. Believe me, i had one heck of a headache fixing some dragonpriest masks. You do that by selecting a mesh, clicking on "BSDismemberSkinInstance", and then Partitions on the lower part of the window. There, you'll see the line "BODYPART", and you need to make sure it's NOT linked to the circlet slot [unless it IS a circlet or mask or something] and neither to something too random (slot 52 is a bad choice for head accessories. Just saying. There is a guide RIGHT HERE for making things more compatible by giving each unused slot a proper "position")